As you say... Flats have always been a problem in Zdaemon... however, the hi-res stuff is going to be for GZdoom and SkullTag specifically. Though Hi-res textures can and will work in Zdaemon, I can still conjure up ways to get simple flats to blend nicely with wall textures. Trust me, it can be done.

Short summary, if you play Crimson on Zdaemon, you have the option of hi-res textures but low-res flats.

If you add the same Crimson WAD file to SkullTag or Gzdoom, you magically have hi-res texture available for both flats and walls.

"Universal" is the key word. Hell, I even considered Odamex at one time, but we all know why Crimson wont look right on that port.

Yet some more information on the project. Since my last post back in February, I have not really touched Crimson due to other career pursuits.

As it stands now, I have my Degree, and I am making quite the comfortable salary. My life circumstances are caught up.

In regards to anything I said back then in terms of helping with the project, I have not seen a single PM regarding additional assistance. Which tells me that I will have to continue this alone. This should be doable now that things in my personal life are collected.

Figured an additional update needed to be provided. Yes, I am aware that Crimson is following in the footsteps of Duke Nukem Forever's development cycle... But I will work to avoid that, however.

Last edited by Disciple-X on Sat Dec 29, 2012 9:18 pm; edited 1 time in total

Congratulations on your achievements in the real world out there. I hope it brings and has brought you the things you want in life besides Doom.

Respect for the fact that you are still motivated to finish this. I bet it is not easy when there is not much input/cheering coming here from the forums. It is quiet here. That does not mean people do not like your work in progress. It does mean judgement day will be the day you throw it out there on a server.

Obviously Zdaemon can't do rain that detailed, but I'm working on a pseudo effect that will still "awe."

The rain effect will most likely use extremely detailed animated textures to show rain sliding down walls, and the actual rain will be transparent animated linedefs. Hard part is making it all look detailed and cool rather than cartoony like many other wads/project that have attempted rain.

Side note, yes, project slowed down due to career pursuits as well as having to take back my old job that pays less.

No but in all seriousness Adereth was also a huge enemy of the 64 x 64 rule on flats. I recall her saying it was "dumb" ; a project of hers a couple of years ago, there were generally fantastic user-made, self-created textures for the walls. There was a measurable amount of effort put into such project, but as we say in English "the carpet doesn't match the drapes". That was rather a project blockade